mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-18 01:09:16 +01:00
a66a30a771
*added support to control screen pointer with gc pad or classic controller. you are always able to control as long as the corresponding wii control does not point to the screen (e.g. wiimote 1 not pointing to screen -> gcpad/classic controller 1 can control pointer 1). a speed factor is added to the gui option. need feedback about a proper default value, currently 15% (only tested gc pad on dolphin-emu) *fix reinit of cheatcount on download of new file *moved installation window to be on top of main window *added game installation cancel *added nand extract cancel *added back extract of save feature for a real nand channels *added auto position of progress window messages in vertical direction depending of how many are used at the same time
222 lines
5.1 KiB
C++
222 lines
5.1 KiB
C++
/****************************************************************************
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* libwiigui Template
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* Tantric 2009
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*
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* input.cpp
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* Wii/GameCube controller management
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***************************************************************************/
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#include <gccore.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <ogcsys.h>
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#include <unistd.h>
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#include <wiiuse/wpad.h>
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#include "menu.h"
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#include "video.h"
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#include "input.h"
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#include "GUI/gui.h"
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#include "sys.h"
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int rumbleRequest[4] = { 0, 0, 0, 0 };
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GuiTrigger userInput[4];
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static int rumbleCount[4] = { 0, 0, 0, 0 };
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/****************************************************************************
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* UpdatePads
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*
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* called by postRetraceCallback in InitGCVideo - scans gcpad and wpad
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***************************************************************************/
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void UpdatePads()
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{
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WPAD_ScanPads();
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PAD_ScanPads();
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for (int i = 3; i >= 0; i--)
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{
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memcpy(&userInput[i].wpad, WPAD_Data(i), sizeof(WPADData));
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userInput[i].chan = i;
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userInput[i].pad.btns_d = PAD_ButtonsDown(i);
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userInput[i].pad.btns_u = PAD_ButtonsUp(i);
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userInput[i].pad.btns_h = PAD_ButtonsHeld(i);
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userInput[i].pad.stickX = PAD_StickX(i);
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userInput[i].pad.stickY = PAD_StickY(i);
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userInput[i].pad.substickX = PAD_SubStickX(i);
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userInput[i].pad.substickY = PAD_SubStickY(i);
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userInput[i].pad.triggerL = PAD_TriggerL(i);
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userInput[i].pad.triggerR = PAD_TriggerR(i);
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if (Settings.rumble == ON) DoRumble(i);
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if(userInput[i].wpad.exp.type == WPAD_EXP_NUNCHUK)
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{
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if((userInput[i].wpad.btns_h & WPAD_NUNCHUK_BUTTON_Z) && (userInput[i].wpad.btns_d & WPAD_NUNCHUK_BUTTON_C))
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ScreenShot();
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}
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}
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}
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/****************************************************************************
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* ScreensaverTime
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***************************************************************************/
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static inline u32 ScreensaverTime(int setting)
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{
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switch (setting)
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{
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case 0:
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return 0xFFFFFF;
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case 1:
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return 180;
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case 2:
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return 300;
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case 3:
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return 600;
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case 4:
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return 1200;
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case 5:
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return 1800;
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case 6:
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return 3600;
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default:
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break;
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}
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return 0xFFFFFF;
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}
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/****************************************************************************
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* SetWPADTimeout
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***************************************************************************/
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void SetWPADTimeout()
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{
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WPAD_SetIdleTimeout(ScreensaverTime(Settings.screensaver));
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}
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/****************************************************************************
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* ControlActivityTimeOut
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***************************************************************************/
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bool ControlActivityTimeout(void)
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{
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u32 minTime = 0xFFFFFF;
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for(int i = 0; i < 3; ++i)
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if(pointer[i]->getLastActivCounter() < minTime)
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minTime = pointer[i]->getLastActivCounter();
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// not very accurate but it's not required here
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return (minTime/60 > ScreensaverTime(Settings.screensaver));
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}
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/****************************************************************************
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* SetupPads
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*
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* Sets up userInput triggers for use
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***************************************************************************/
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void SetupPads()
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{
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PAD_Init();
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WPAD_Init();
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// read wiimote accelerometer and IR data
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WPAD_SetDataFormat(WPAD_CHAN_ALL, WPAD_FMT_BTNS_ACC_IR);
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WPAD_SetVRes(WPAD_CHAN_ALL, screenwidth, screenheight);
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for (int i = 0; i < 4; i++)
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{
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userInput[i].chan = i;
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}
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SetWPADTimeout();
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}
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/****************************************************************************
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* ShutoffRumble
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***************************************************************************/
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void ShutoffRumble()
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{
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for (int i = 0; i < 4; i++)
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{
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WPAD_Rumble(i, 0);
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rumbleCount[i] = 0;
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}
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}
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/****************************************************************************
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* DoRumble
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***************************************************************************/
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void DoRumble(int i)
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{
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if (rumbleRequest[i] && rumbleCount[i] < 3)
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{
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WPAD_Rumble(i, 1); // rumble on
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rumbleCount[i]++;
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}
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else if (rumbleRequest[i])
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{
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rumbleCount[i] = 20;
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rumbleRequest[i] = 0;
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}
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else
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{
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if (rumbleCount[i]) rumbleCount[i]--;
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WPAD_Rumble(i, 0); // rumble off
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}
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}
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/****************************************************************************
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* WPAD_Stick
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*
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* Get X/Y value from Wii Joystick (classic, nunchuk) input
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***************************************************************************/
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s8 WPAD_Stick(u8 chan, u8 right, int axis)
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{
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float mag = 0.0;
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float ang = 0.0;
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WPADData *data = WPAD_Data(chan);
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switch (data->exp.type)
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{
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case WPAD_EXP_NUNCHUK:
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case WPAD_EXP_GUITARHERO3:
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if (right == 0)
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{
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mag = data->exp.nunchuk.js.mag;
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ang = data->exp.nunchuk.js.ang;
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}
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break;
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case WPAD_EXP_CLASSIC:
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if (right == 0)
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{
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mag = data->exp.classic.ljs.mag;
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ang = data->exp.classic.ljs.ang;
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}
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else
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{
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mag = data->exp.classic.rjs.mag;
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ang = data->exp.classic.rjs.ang;
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}
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break;
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default:
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break;
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}
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/* calculate x/y value (angle need to be converted into radian) */
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if (mag > 1.0)
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mag = 1.0;
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else if (mag < -1.0) mag = -1.0;
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double val;
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if (axis == 0) // x-axis
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val = mag * sin((PI * ang) / 180.0f);
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else // y-axis
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val = mag * cos((PI * ang) / 180.0f);
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return (s8) (val * 128.0f);
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}
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